rs11s21n 2018-04-25 10:59
i really not get what i need to do-_- but look interesting.
Foon → Ludum Dare Explorer → LD41 → Thrust Vector
By pogo and Vectorfold
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 320 | 3.70 | 37 | |
| Fun | 454 | 3.42 | 37 | |
| Innovation | 234 | 3.74 | 37 | |
| Theme | 573 | 3.61 | 37 | |
| Graphics | 183 | 4.14 | 37 | |
| Mood | 574 | 3.30 | 37 |
i really not get what i need to do-_- but look interesting.
Nice game! Great job! The graphics looks interesting!
Would you rate my game?
https://ldjam.com/events/ludum-dare/41/the-game-that-bad-that-it-is-actually-good
Great idea and a very interesting turn-based approach. I really missed some thing (such as the grid and vectors from the screenshots and, for the most part, supporting audio. The gameplay itself is fun and I really liked it.
Very interesting concept! I like the sci-fi look-- it kind of reminds me of _FTL: Faster Than Light_, but in 3D. The gameplay is fun, too-- though the game feels like it could be made even better if we had some way to shoot back.
Amazing work!
I don't really understand the gameplay. The only way I managed to get killed was by driving into the red zone at the edge of the map -- the enemies didn't seem to do anything at all.
I like the graphics, especially the warp effect.
I think the camera controls could be improved -- primarily, it's really annoying to have the camera move when your mouse is in the corner, when you're trying to click on one of the thrusters.
Gameplay confusing at first, but as soon as you understand what's going on, it becomes quite interesting. Good job
The AI is nice. It seems like they respond very well to my actions.The graphics are very nice too! But I would totally appreciate some texture on those plain models. One thing I did not get is I can't seem to go to next move if I do not move. Sometimes I just want to sit still in one spot and try not to waste any thrusts. Is this intentionally designed for players to constantly move? Quite an ambitious project for a 72 hour jam you got. Nice job guys!
I agree ai is nice GJ on game
The game didn't run too well on my laptop but it seemed interesting! I didn't quite understand what I was doing at first... I spent a bit of time and started figuring things out but a little tutorial at the start would have been helpful. Even an opt in-tutorial or something.
Congrats on your jam game! :smile:
If you could play and rate my team's game that would be ace! https://ldjam.com/events/ludum-dare/41/check-please
I'm Shocked! Your game uses the same mechanics that I imagined to create mine! But you took it much more further with the physics and visualisation. The thrusting system is beautifully carried out and the boundraries maintain the challenging level tough enough to think it carefully. Talking in an extremely detailed level I think that the camera control should be more manageable to apreciate the space massacre. This is the base of something much more bigger. I bow to you 5/5
@MacDoom Great minds think alike, haha! We had to cut out some of the camera functionality at the buzzer because it interfered with the post processing. Zooming out to get a broader view of the scene would have been super cool.
* I love the smooth shading on the background rocks, really means they aren't visually distracting compared with the more detailed ships :thumbsup: also the depth of field / blur effect is great! * The mechanics are simple and intuitive. * I'm glad I don't move on a grid like the enemies, that would not be nearly as interesting. * I'm glad the enemies broadcast their moves clearly. * I'm glad the player ship doesn't collide with enemy ships. * I'm glad there's no actual fighting involved, just kiting.
All this together really focuses the gameplay onto this one mechanic of controlling the thrusters, which is super fun. * It's really neat how different combinations of thrusters can be used in different situations to do different things based on what happened last turn. yay mechanic depth! * The grid highlights are neat, helps me plan moves and keep track of the "battleship" aspect of things. I wish I could see where the out-of-bounds were before I get close to them, though. * The predictive path that shows where I'll go with the current thruster set up is incredibly useful, lets the player experiment and learn without consequences when things aren't quite as expected. However, the hologram thing does seem to go a bit farther than the actual ship does, which might be frustrating when trying to plan precise maneuvers. * I did find what I'm assuming is a bug where I ended my turn in a space that had been a danger zone, but had just cleared, and I lost anyway: thrust_vector.png
I have never felt more like a rebel trying to escape from the space cops, it's like elite dangerous meets grand theft auto :smile: Well done!
Also, the "PogoUK" twitter link in your team section is broken, should that be "RoloPogo" instead?
Yes it should! I copied the link from a previous jam page
I managed to finish it! Took sometime but was really satisfying when it was done! Awesome mechanics and graphics! The thing I missed is the zoomout cabablity (but that was mentioned above that would interfere with post processing effects) or maybe a minimap (keeping the fog of war functionality).
This is so cool! I loved playing your game. It’s perfect combination of tactics and simple and easy to learn gameplay. Only nitpick I have regarding the gameplay is that you didn’t really explained what to do. So at first I just accelerated to full speed and drove off in a straight line, and found out that game area had borders which I wasn’t allowed to cross. After that fail I kinda got hold of the mechanics and almost managed to survive whole 30 turns. Graphics were awesome. The way game happens in one plane but view still has that feel of depth is perfectly executed. My only wish is that models would have some variation to instead of just pure white. Thats is yet again just a nitpick. Lack of sounds kinda killed the atmosphere, you could have even used some basic hum or something like that as background ambience.
Utterly delightful game. The mechanics are just so unique and the art style is gorgeous.
@Tuomo Thank you for your kind comment - we were super pressed for time, and sadly were unable to add music, sound, and vfx, a main menu, or the ability to fire back at your enemies!
Really creative implementation, I like the way it feels to drift around turns and it takes a lot of planning to execute maneuvers. Also the ship models are amazingly detailed. Great work!
This is awesome! Great concept, use of the theme & graphics. The gameplay is really clever and I love the trajectory preview. It felt really fun to control the ship, I almost wish it played in realtime :P I would have really appreciated having the ability to rotate the camera though, it felt hard to get my bearings and the edges of the area came up fast. The AI wasn't terribly smart so it seemed a little on the easy side in a tactical sense, I only died because I screwed up and hit one of the ships. Would be cool if the enemies had the same physics, but I imagine that would be pretty difficult to implement their AI then. Kinda wish it was made up of shorter levels too, 30 turns is a bit of a slog when you're trying the game out for the first time. Still it was super fun, would love to see more of this. Awesome work!
Definitely a nice game! ^^ I bookmarked your profile :D). Maybe i will check out some more games made by you. :D I really liked the simple but not too simple style of your game and how you managed the game to be turn-, but not fieldbased. Are there no sounds or am i just not listening to them? Because i am a "audiophile" and i really like the way music can change the whole game. But also without music: good game!
@bluewingtitan Sorry there's no music or sound! We totally ran out of time. I'm hoping we can team up with a composer for LD42, so we don't end up neglecting audio (again)
Really enjoyed this one - the thruster mechanics of a real time space game being paused whilst the enemy took their turn and then resuming after was both a blessing and a curse. More than once I skimmed between two ships that had moved and more than once a ship moved into my path that there was just no way I was going to avoid with my current inertia. Very good idea - obviously audio would improve this tons and hope to see it in the future! :)
Great game, one of my favorites so far. The turn-based thrusters are well tuned and fun to play with thanks to the ghost indicating where you'll go. Enemy patterns are interesting and fair. The art is excellent! My only complaint (besides no audio) is that it felt a little slow-paced to me; I feel like not as much happens per turn as in other turn based games. I wonder what it would feel like if your ship moved farther per turn. Anyways, really solid entry!
Omg, this game looks awesome!! :O Absolutely love the graphics style. The gameplay is fun too, it took a while to get my head wrapped around what thrusters will make your ship go in the right direction, but after a few rounds i got the hang of it. Good job! :D
I really like the game's art style! Graphics looks awesome! It was a little bit tricky to understand mechanics and final aim of the game, but after I got it it became very interesting and challenging. Good job!
I love the art style, and level of graphical polish - and I also really like the gradual discovery of working out how to control your ship. I'd have liked some way to shoot back, though!
I agree about shooting. It's something we planned but had to drop it before the deadline D:
Great graphics!